I want to make a custom inspector for my script. I need two gameobjects and a slider. However, the sliders max value is depending on the distance between the two gameobjects. I am using EditorGUILayout (Editor). Until now i tried to change it with an EditorGUI.BeginChangeCheck()
and an if statement if (EditorGUI.EndChangeCheck()){...}
. However, that doesn't really work and the slider does not show up. I am doing everything in the OnInspectorGUI()
method. I am new to this, so I also don't really know what other things i can do.
Here is the code:
public override void OnInspectorGUI()
{
UILineRenderer renderer = (UILineRenderer) target;
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Points");
renderer.startTR = (GameObject) EditorGUILayout.ObjectField(renderer.startTR, typeof(GameObject), true);
renderer.endTR = (GameObject)EditorGUILayout.ObjectField(renderer.endTR, typeof(GameObject), true);
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck())
{
if(renderer.startTR != null && renderer.endTR != null)
{
float val = Mathf.Abs(renderer.startTR.GetComponent<RectTransform>().anchoredPosition.x - renderer.endTR.GetComponent<RectTransform>().anchoredPosition.x);
renderer.radius = EditorGUILayout.Slider("Radius", renderer.radius, 0, val);
}
}
}
Is there a way to save a createt EditorGUILayout element and change the properties of it afterwards? If not, how can I solve my problem? Thank you for your help in advance!
You are making a huge but typical mistake ;)
You are accessing and setting values directly via the target
. But this does not mark the object and changed fields as dirty which means
The most severe being of course already the first one ;)
Unless you know exactly what you are doing and mark the object manually as dirty you always rather want to go through the SerializedObject
and SerializedProperty
s.
This is a bit more effort to set it up but then it handles all the mentioned things automatically:
SerializedProperty startTr;
SerializedProperty endTr;
SerializedProperty radius;
private void OnEnable ()
{
// Once link up the serialized properties whith their desired underlying fields
startTr = serializedObject.FindPropery(nameof(UILimeRenderer.startTr));
endTr = serializedObject.FindPropery(nameof(UILimeRenderer.endTr));
radius = serializedObject.FindPropery(nameof(UILimeRenderer.radius));
}
public override void OnInspectorGUI()
{
// Load current values into the serialized object
serializedObject.Update();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Points");
// Use the default drawer for these properties
// GUIContent.None for omitting the label
EditorGUILayout.PropertyField(startTR, GUIContent.None, true);
EditorGUILayout.PropertyField(endTR, GUIContent.None, true);
EditorGUILayout.EndHorizontal();
if(startTR.objectReferenceValue && endTR.objectReferenceValue)
{
var maxValue = Mathf.Abs(((GameObject)startTR.objectReferenceValue).GetComponent<RectTransform>().anchoredPosition.x - ((GameObject)endTR.objectReferenceValue).GetComponent<RectTransform>().anchoredPosition.x);
radius.floatValue = EditorGUILayout.Slider("Radius", radius.floatValue, 0, maxValue);
}
// Write back changed values. This handles all the mentioned dirty marking
serializedObject.ApplyModifiedProperties();
}
I would also suggest to use actually RectTransform
fields instead of GameObject
and then get rid of the GetComponent
.